VoxelGIData
继承: Resource
< RefCounted
< Object
Contains baked voxel global illumination data for use in a VoxelGI
node.
描述
VoxelGIData contains baked voxel global illumination for use in a VoxelGI
node. VoxelGIData also offers several properties to adjust the final appearance of the global illumination. These properties can be adjusted at run-time without having to bake the VoxelGI
node again.
Note: To prevent text-based scene files (.tscn
) from growing too much and becoming slow to load and save, always save VoxelGIData to an external binary resource file (.res
) instead of embedding it within the scene. This can be done by clicking the dropdown arrow next to the VoxelGIData resource, choosing Edit, clicking the floppy disk icon at the top of the Inspector then choosing Save As....
属性
float | bias |
float | dynamic_range |
float | energy |
bool | interior |
float | normal_bias |
float | propagation |
bool | use_two_bounces |
方法
void | allocate ( to_cell_xform: Transform3D , aabb: AABB , octree_size: Vector3 , octree_cells: PackedByteArray , data_cells: PackedByteArray , distance_field: PackedByteArray , level_counts: PackedInt32Array ) |
AABB | get_bounds ( ) const1 |
PackedByteArray | get_data_cells ( ) const1 |
PackedInt32Array | get_level_counts ( ) const1 |
PackedByteArray | get_octree_cells ( ) const1 |
Vector3 | get_octree_size ( ) const1 |
Transform3D | get_to_cell_xform ( ) const1 |
属性说明
float
bias = 1.5
The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. To prioritize hiding self-reflections over lighting quality, set bias
to 0.0
and normal_bias
to a value between 1.0
and 2.0
.
float
dynamic_range = 2.0
The dynamic range to use (1.0
represents a low dynamic range scene brightness). Higher values can be used to provide brighter indirect lighting, at the cost of more visible color banding in dark areas (both in indirect lighting and reflections). To avoid color banding, it's recommended to use the lowest value that does not result in visible light clipping.
float
energy = 1.0
The energy of the indirect lighting and reflections produced by the VoxelGI
node. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing propagation
while increasing energy
at the same time. See also use_two_bounces
which influences the indirect lighting's effective brightness.
bool
interior = false
If true
, Environment
lighting is ignored by the VoxelGI
node. If false
, Environment
lighting is taken into account by the VoxelGI
node. Environment
lighting updates in real-time, which means it can be changed without having to bake the VoxelGI
node again.
float
normal_bias = 0.0
The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. See also bias
. To prioritize hiding self-reflections over lighting quality, set bias
to 0.0
and normal_bias
to a value between 1.0
and 2.0
.
float
propagation = 0.5
The multiplier to use when light bounces off a surface. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing propagation
while increasing energy
at the same time. See also use_two_bounces
which influences the indirect lighting's effective brightness.
bool
use_two_bounces = true
If true
, performs two bounces of indirect lighting instead of one. This makes indirect lighting look more natural and brighter at a small performance cost. The second bounce is also visible in reflections. If the scene appears too bright after enabling use_two_bounces
, adjust propagation
and energy
.
方法说明
void
allocate ( to_cell_xform: Transform3D
, aabb: AABB
, octree_size: Vector3
, octree_cells: PackedByteArray
, data_cells: PackedByteArray
, distance_field: PackedByteArray
, level_counts: PackedInt32Array
)
该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
Returns the bounds of the baked voxel data as an AABB
, which should match VoxelGI.size
after being baked (which only contains the size as a Vector3
).
Note: If the size was modified without baking the VoxelGI data, then the value of get_bounds
and VoxelGI.size
will not match.
PackedByteArray
get_data_cells ( ) const1
该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
PackedInt32Array
get_level_counts ( ) const1
该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
PackedByteArray
get_octree_cells ( ) const1
该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
Vector3
get_octree_size ( ) const1
该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
Transform3D
get_to_cell_xform ( ) const1
该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>
\ 吧!
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。